THIS TOPIC IS CLOSE FOR THE TIME BEING UNTIL WE ARE READY TO ADD MORE PEOPLE TO THE STORY! PLEASE FEEL FREE TO PM ME STILL!
Hi! This a group game based loosely on the table top game Vampire the Masquerade. I am a huge fan of World Of Darkness and have been dying to set something up. Please feel free to PM me or Leave a message below. I am willing and ready to answer any questions!
Location: New York.
The Camarilla has taken up shop in New York City. Controlling many clubs in the city, Cat Scratch (a strip club), Lotus (BDSM club) and Shadows (a dance club). As well as a few other side businesses (can be discussed by players wanting to run one). Life seems good fro the members of the Camarilla. Other then there normal problems. Hunters.. And a possible werewolf sighting.
((There is a great many ways this long term story can go. I hope to see it go far. The reason my plot base is so short because anything can change at any moment.))
Prince by Jinxy ((will also npc other roles when needed))
Malk Primogen by Wilfling72
Malk Clan Member-Xya Simi
Tremere Primogen by Orange Marmalade
Venture Clan Member-Arion
Toreador Clans Member- EndofDivine
Nosferatu Primogen- marauder13
Roles to be filled:
VtM Clan List
Antediluvian‘s Name: Troile/Brujah
Sobriquet: Rabble, Ideologists, Individualists
History of the Brujah
Clan Brujah is largely composed of rebels, both with and without causes. Individualistic, outspoken and turbulent, Brujah hold social change near to their undead hearts, and the clan’s ranks contain some of the most violent of the Camarilla Kindred. Most other vampires perceive the Brujah as nothing more than punks and miscreants, but the truth of the matter is that genuine passion lies behind their polemics.
Brujah Kindred adopt pet passions and causes, which they support with volume and vitriol. Some Brujah follow charismatic members of their clan, while others prefer stances of blatant, defiant individualism. The clan claims a history rich with warrior-poets, and it has adapted this concept into the modern night; many Brujah are glad to have an opportunity to speak their minds, then indulge in a bit of destruction afterward to illustrate their points.
The Rabble’s espousal of change unites them, albeit tenuously, in their nightly crusades. Given a common enemy, Brujah with vastly differing ideals will join side by side to oppose their foe. After that foe is defeated, however, all bets are off and it’s back to business as usual. A common Brujah theme involves the foundation of a Kindred “Topia,” or the re-creation of a mythical one from nights past, though each Brujah vampire has a different idea of what said Utopia is.
Brujah rely on chaotic behaviour and upheaval to get their ideas across, and the Rabble are allowed a certain leeway that other clans do not have. In fact, Brujah are almost expected to be incoherent and bellicose; this stereotype works to the advantage of many eloquent, well-spoken members of the clan, who have no need to resort to violence when making their arguments.
Respected for their martially and readiness to rally under a banner, the Brujah are the physical strength of the Camarilla. Of late, however, many Rabble neonates see their role in the Camarilla as an institution unto itself, and more than a little unrest circulates among the clan. Other Kindred believe that the Brujah would be the first to leave the Camarilla. The Brujah believe it too…
Rhetoric aside, most Brujah are in the Camarilla. Brujah Kindred also support the anarchs, arguably more so than the Camarilla. Indeed, the anarchs have more Brujah than members of all other clans combined.
Brujah vary widely in appearance, though many adopt radical styles and bold looks. If dismissive stereotypes are to be believed, the typical Brujah wears a biker jacket, tattered jeans, combat boots and a fearsome array of high-maintenance hair. In truth, few Brujah fit this image. Youthful, fashion-forward dress and noteworthy hairstyles are indeed found among many Brujah, but others favour tasteful wardrobes that encourage others to take them seriously. In the end, a Brujah’s appearance often suggests his attitudes: A skinhead bravo is likely an open rebel or anarchist, while a bespectacled pedant in a tweed suit is probably a reformationist or liberal. It should be noted, however, that given the Brujah penchant for nonconformity, any assumption of ideals based on appearance could be potentially dangerous. Brujah look how they want.
Whereever they damn well please. Are you doing to tell them to leave?
More so than any other clan, the Brujah keep the company of other vampires, and one haven might house an entire brood. Brujah Kindred also keep multiple safe houses and boltholes, as their conflict-driven existences often make single locations inhospitable. Some Brujah neonates even carry on the urban practice of the home invasion. Dominating or killing a home’s occupants and taking over. Like other pursuits, however, home invasions rarely sustain the Rabble’s interest and the vampires often move on once they grow bored with the locale.
Brujah prefer those who espouse change in one form or another, and often recruit from college campuses, political groups or oppressed minorities. Young Brujah may hail from any background and often have a pet cause or issue of burning personal importance. All types of dissidents find their way into the ranks of the Brujah, from bomb-throwing biker anarchists to vociferous fascists to nihilistic radicals. This is, of course, part of the reason the clan is so disorganised - hatred between Brujah is often more bitter than hatred for those whom they mutually oppose.
Fiery passion is at once the Brujah’s blessing and curse. Though they are quick to adopt a cause, they are equally as quick to fall to frenzy. Of course, the Brujah rabidly deny this penchant for excitement, and become quite hostile when the issue is raised.
Antediluvian‘s Name: Absimiliard/Nosferat
Sobriquet: Sewer Rats, Nossies
History of the Nosferatu
Caine’s childer are called “The Damned,” and no vampires embody this more fully than the wretches of Clan Nosferatu. While other vampires still look human and may travel in mortal society. Nosferatu are twisted and deformed by the curse of vampirism. Other Kindred speak shudderingly of Caine placing a mark upon the entire clan for the monstrous deeds of its Antediluvian founder. As such, Nosferatu find themselves loathed and ostracised by the other Children of Caine, who consider them disgusting and interact with them only when they must.
Following the Embrace, Nosferatu childer suffer an agonising transformation as, over the subsequent weeks, they warp from humans into hideous monsters. The horror of the physical devolution often produces an accompanying psychological trauma. Unable to walk among the kine, Nosferatu must dwell in subterranean sewers and catacombs forever after.
Nosferatu often choose physically or emotionally twisted mortals for the Embrace, seeing in the curse of vampirism a possible means of redemption for the mortals. Amazingly, there seems to be some merit to this belief. Many Nosferatu are surprisingly level-headed and practical, avoiding the obsessions, fits and rages of their fairer breathren. Not that this makes the Sewer Rats particular pleasant to be around; indeed, some Nosferatu come to delight in the shock and horror their grotesque appearances inspire in others.
Nosferatu are survivors par excellence. Few creatures, mortal or vampire, know a city’s back alleys and dark corners like the Nosferatu do. Additionally, Nosferatu have mastered the crafts of sneaking and eavesdropping; they make a point of keeping up with current gossip and affairs, not merely for pleasure, but for survival. Information brokers without peer, they can command high prices for their knowledge. Using their Obfuscate Discipline, Nosferatu make a point of listening to others’ conversation from hiding, or sitting in on “secret” meetings. If a Kindred wishes to learn about the doings and denizens of the city, she would do well to consult the Nosferatu.
Finally, millennia of shared deformity and abuse have fostered strong bonds among the monsters. Nosferatu forego the squabbling and feuds ubiquitous to the other clans, preferring to work in unison. They treat each other with meticulous politeness and freely share information among themselves. To mess with one Nosferatu is to mess with them all - and that can get messy indeed…
Surprisingly, the clan as a whole belongs to the Camairlla, despite obvious difficulties with upholding the Masquerade. Perhaps they value the safety of membership; perhaps they simply want other clans within observing distance. Still, a fair number of Nosferatu are in the Sabbat or simply consider themselves autarkis (of no sect).
No two Nosferatu look precisely alike, but all are hideous. Gaping fang-filled maws, discolorations, tumours, holes in places of noses, batlike ears, sloping bald heads, twisted spines, claws, wrinkled hides, pustulent sores and webbed fingers are just a few possible deformities possessed by Nosferatu. An existence in sewers and crypts tends to ensure that most Nosferatu smell about as good as the look.
Their disfigurement forces most Nosferatu to take havens far from the eyes of mortals, in graveyards, abandoned warehouses and cellars. In large cities, entire broods of Nosferatu lair in sewers and subway systems. These “kingdom,” particularly the older ones, are often much more extensive than mortal or Kindred are aware - subterranean labyrinths stretching deep into the darkness and guarded by monstrous ghouls. Even princes treat warily with the Nosferatu kingdoms.
Nosferatu choose their progeny from society‘s castoffs: derelicts, the mentally ill and the hopelessly antisocial. Occasionally, a vindictive Nosferatu chooses to Embrace a beautiful, vain mortal, then watch gleefully as the Curse takes hold.
As mentioned, Nosferatu are absolutely loathsome to look at. Most social actions based on first impressions, except intimidation and the like, fail automatically.
Antediluvian‘s Name: Tremere
Sobriquet: Warlocks, Usurpers, Unliving Mages, Blood Sorcerers
History of the Tremere
Whether dreaded, mistrusted, feared or reviled, the insular vampires of Clan Tremere are anything but ignored. Those who have heard of the clan’s doings are typically suspicious of the Tremere, and with good reason - for the Warlocks are aptly named. Through their own artifice, they have mastered a form of vampiric sorcery, complete with rituals and spells, that is as potent - if not more so - than any other power of the Blood. Paired with the clan’s rigid hierarchy and the smouldering ambition so common among Warlocks, this power is an unsettling thing indeed to those who know what the Tremere are capable of doing.
According to some Kindred records, the Tremere came into being as a clan very recently, at least by an immortal’s standards. Legend has it that, during Europe’s Dark Ages, a cabal of human wizards enacted a great ritual over the slumbering body of an Antediluvian and thereby wrested for themselves the gift of vampirism. War followed soon thereafter - the fledgling clan found itself besieged by enraged Kindred on every side.
But the Tremere are nothing if not survivors. Their human magic’s lost, they nonetheless managed to alter their rituals and wardings to utilise the power of their vitae. These magical skills, now practiced as the Discipline of Thaumaturgy, have ensured the Tremere’s place among the Kindred ever since.
The Warlocks gladly play the games of diplomacy and intrigue with their newfound brethren. However, their dealings are always triggered with a touch of paranoia, for the Tremere know that the elders of no fewer than three clans bear them a terrible grudge that has yet to be repaid. Therefore, the Tremere work to cultivate what allies they can, even as they strive to heighten their magical mastery. No less is required for their survival. As a result, the childer of Clan Tremere are among the most driven and learned of all Cainites; few cross these undead sorcerers and escape unscarred.
The Tremere are vampires of the Old World, but have travelled across the continents to establish footholds elsewhere. The clan’s seat of power lies in Vienna, where the Tremere elders convene in council and discuss the clan’s future direction. But many larger cities across the globe house Tremere “Chantries” - well-defended houses that are equal parts university, monastery and stronghold. There are Warlocks gather to exchange information and study their vampiric witchcraft, safe from the attentions of their rivals.
The Tremere were more than glad to join the fledgling Camarilla when the sect was forming, and they quickly made themselves invaluable there. In fact, the Tremere are one of the linchpins of the sect. They have a marked interest in keeping the Camarilla strong, of course - with their hated Tzimisce enemies directing their Sabbat minions against any Tremere they find, the Warlocks require allies. And with the valuable magical power they offer, the Tremere find the Camarilla glad to provide the support they require. With the Camarilla’s protection, the Tremere are free to pursue the arcane mastery they so avidly desire.
The sorcerous Tremere are typically imposing or sinister in mien. Some favour classic suits; others prefer a slightly more antiquated look, dressing in 1940s-cut suits, Edwardian finery or the simple black turtlenecks of the Beat era. Many wear charms or amulets inscribed with cabalistic or other arcane symbols, as a sign of the learning. Although individual Warlocks may run the gamut from immaculately precise to dishevelled and eccentric, the vampire sorcerers’ eyes always gleam with hidden insight and frightening acuity.
While Warlocks may maintain their own individual havens (often complete with extensive libraries), the clan maintains a chantry in every city that harbours a strong Tremere presence. A chantry is open to any of Tremere’s bloodline and absolutely forbidden to all others. The Warlocks are infamous for their well-guarded havens; almost all boast mystical wards that even other Tremere would find difficult to circumvent.
Many Tremere dabbled in the occult or other scholarly pursuits in life. However, a fascination with the unknown is hardly enough to draw a Warlock’s attention; clan members seek “apprentices” with aggressive natures and clear thinking, and care little for muddle-headed New Agers or befuddled conspiracy theorists. Clan Tremere has an unspoken tradition of sexism, and most of its elders are male. Tremere ancillae have become rather more open-minded of late, though, and draw ample numbers of suitably ambitious and persistent acolytes from both sexes.
By clan law, all neonate Tremere must drink the blood of the clan’s seven elders when they are created. All Tremere are at least one step toward being blood bound to their elders, and therefore usually act with great clan loyalty - in order to avoid having such loyalty forced on them. What’s more, this arrangement means that Tremere are hard-pressed to resist the will of their elders.
Antediluvian‘s Name: Ennoia/Gangrel
Sobriquet: Animals, Outlanders
History of the Gangrel
Of all vampires, the Gangrel are perhaps closest to their inner nature. These nomadic loners spurn the constraints of society, preferring the comfort of the wilderness. How they avoid the wrath of werewolves is unknown; perhaps it has something to do with the fact that the Gangrel are themselves shapeshifters. When a mortal speaks of a vampire changing into a wolf or a bat, she is probably speaking of a Gangrel.
Like the Brujah, Gangrel are fierce warriors; unlike the Brujah, Gangrel ferocity does not stem from anarchic rage, but from animalistic instinct. They are among the most predatory Kindred, and love to lose themselves in the thrill of the hunt. Gangrel have a keen understanding of the Beast in their souls, and prefer to spend their nights in communion with the animals whom they so emulate. Indeed, Gangrel are so attuned to their Beasts that, after losing themselves to frenzy, animalistic features often appear on their bodies.
The clan itself has little contact with, or regard for, the rest of the Kindred. This might be due to a desire to avoid the snares of the Jyhad, but is more likely the product of simple disinterest. Certainly, Gangrel are popularly viewed as quiet, taciturn and reclusive. Although there is no more truth to this than there is to any other stereotype, the clan as a whole displays little of the ostentation found among lines such as the Toreador or Ventrue.
Gangrel are closely tied to the Rom, or Gypsies, adopting much of that culture’s speech patterns and mannerisms. Rumours speculate that the Rom are in fact descended from the Antediluvian who founded the Gangrel line. As such, say the rumours, any Kindred who harms or Embraces a Gypsy will suffer the wrath of the Ancient. Obviously, the vampires of Clan Ravnos ignore this fabled prohibition, and Gangrel and Ravnos harbour an ages-old hatred for each other.
Clan Gangrel is nominally in the Camarilla, though a fair number of Sabbat Gangrel exist as well. Most Gangrel care little for sect, and rumblings of outright secession from the Camarilla have made the rounds at recent Gangrel Gathers.
Gangrel’s harsh unlifestyle and lack of interest in fashion often make them seem rugged and wild. Couple this with the animal features common among the clan, and Gangrel sometimes appear downright frightening. Some mortals and Kindred find a certain predatory beauty in the Gangrel, though this can lead to a dangerous misjudgement of the Gangrel’s intentions.
Gangrel often make no permanent havens, sleeping wherever they can find shelter from the sun. Gangrel with sufficient mastery of the Protean Discipline sleep in the very earth, lairing in parks and other spots of natural terrain. Although many Gangrel prefer to lair in the wild or travel from place to place, they are as vulnerable to attack by werewolves as other Kindred are, and so they are often forced to remain in the city‘s confines.
Gangrel Embrace for a variety of reasons, as do most Kindred, but do not pass on the Curse lightly or commonly. If a generalisation must be made, it could be said that Gangrel prefer to Embrace loners, those who have the physical and emotional resiliency to survive the shock of the Change. The sire’s training, what little there is, tends to be gruff and harsh; most Gangrel must discover the vagaries of unlife largely on their own.
Gangrel are very close to the Beast Within; as they succumb to it, it leaves its mark on their bodies. Every time a Gangrel frenzies, she gains an animalistic feature. This feature is determined by the player; it might be tufted ears, a pelt, a tail, catlike eyes, a snarling voice, tusks, even scales or feathers.
Antediluvian‘s Name: Malkav
Sobriquet: Kooks, Crazies, Lunatics, Children of Malkav
History of the Malkavians
Even other Damned fear the Malkavians. The cursed blood of their clan has polluted their minds, with the result that every last Malkavians across the world is incurably insane. What’s worse, a Malkavain’s madness can take nearly any form from overpowering homicidal tendencies to near-catatonia. In many cases there’s no way to tell a Malkavian apart from the “sane” members of other clans. Those few whose psychoses are immediately obvious are among the most terrifying vampires to stalk the streets.
For as long as even the eldest Cainites can remember, the Malkavians have always stirred Kindred society with their passage. Although the clan has instigated no great wars nor toppled mortal governments (at least, to the best of their fellow vampires’ knowledge), the very presence of a Malkavian works a subtle change on a city. Chaos nips at the Lunatics’ heels, and those who associate with even the most well-meaning Malkavian often finds their lives or unlives altered by the Cainite’s madness.
Recently, the Malkavians executed their grandest “prank” of all. None can say whether it was worked in a great Malkavian Parliament held somewhere in an isolated European village, or on a bleak and forgotten moor somewhere far from the cities. A few stories speak of a epidemic of contagious dementia exploding among those of Malkav’s blood. Whatever the cause, Malkavians across the world have begun displaying a new, dangerous edge to their madness, accompanied by bizarre events in Kindred cities around the world. A long-standing Malkavian conceit holds the Jyhad to be a joke instigated by the founder of the clan; some Kindred wonder if, in fact, Malkavians have played the joke on them all along.
None can say what exactly makes the Lunatics so dangerous. Certainly, their madness often frees them from fear of pain or Final Death. More than a few demonstrate horrifying murderous urges or a complete lack of emotion, including compassion. But most convincingly, the Malkavians are free from the confines of rationality and may do whatever they like - and this freedom is coupled with an uncanny insight, a strange wisdom that cannot be perceived by the same. The Malkavians possess a dark intellect that is often - and increasingly - set to frightening purposes.
The Malkavians as a clan have an… understanding… with the Camarilla. They also populate the Sabbat in lesser numbers, where they frighten even their packmates with their psychotic displays. But when it all comes down to it, their true loyalties likely transcend sects. When Gehenna arrives, nobody can say for sure where the Malkavians will stand.
Malkavians run the gamut from terrifyingly psychotic to convincingly ordinary in every way - sometimes both at once. Just like serial killers, they could be anyone - the scruffy bum talking to himself, the pleasant but quiet neighbour, the borderline-suicidal musician. These vampires are capable of great subtlety, and rarely show anyone a face other than the one they want people to see.
The Lunatics by and large take whatever shelter they like, although more than a few find aging hospitals and poorly funded asylums to their tastes. Many seem to enjoy the company of desperate mortals, and prefer slums and institutions to more secluded havens.
Malkavians take their childer from all walks of life and for all number of reasons. Anyone can be chosen to further a sire’s twisted purposes, although most Lunatics prefer Embracing those already close to (or subject to) madness. Most other vampires believe that the Malkavians Embrace their childer on a whim; however, virtually all Lunatics discover themselves subtly championing some barely perceptible “purpose,” the full extent of which none - not even their sires - can properly fathom.
Every last vampire of Malkav’s brood is irredeemably insane in some form or another. Some attribute this to a curse of the blood, while other Lunatics actually call it a special blessing, a gift of insight. When a Malkavian character is created, the player must choose at least one derangement for that character at the time of the Embrace; this derangement can be temporarily fought with willpower, but can never be permanently overcome.
Antediluvian‘s Name: Arikel/Ishtarr
Sobriquet: Artisans, Posers
History of the Toreador
The Toreador are called many things - “degenerates,” “artistes,” “poseurs” and “hedonists” being but a few. But any such lumpen categorisation does the clan a disservice. Depending on the individual and her mood, Toreador are alternatively elegant and flamboyant, brilliant and ludicrous, visionary and dissipated. Perhaps the only truism that can be applied to the clan is its members’ aesthetic zeal. Whatever a Toreador does, she does with passion. Whatever a Toreador is, she is with passion.
To the Toreador, eternal life is to be savoured. Many Toreador were artists, musicians or poets in life; many more have spent frustrating centuries producing laughable attempts at art, music or poetry. Toreador tout themselves as cultivators of all that is best about humanity. Occasionally, a particularly gifted or inspired creator is Embraced into the clan, to preserve her talent for eternity. In this manner, Clan Toreador has inducted some of humanity’s greatest artists, poets and musicians into its ranks; of course, if one thing can be said about the Toreador, it is that no two of them agree on precisely what “gifted” or “inspired” means.
Of all clans, Toreador are the vampires most connected to the mortal world. While other vampires view the kine as pawns or simple sustenance, Toreador glide gracefully and effortlessly through the society of the Canaille, sampling the delights of each age as a gourmand savours rare delicacies.
Toreador are the Kindred most likely to fall in love with mortals, and they surround themselves with the best, most elegant and most luxurious things - and people - that the world has to offer. It is, thus, acutely tragic when a Toreador succumbs to ennui and discards pursuits in favour of pointless hedonism. Such Kindred become decadent sybarites, concerned only with indulging personal whims and vices.
Toreador are committed to the Camarilla and share the Ventrue’s love of high society, though not for them the tedium of actually running things - that’s what functionaries are for, after all. Toreador know that their place is to captivate and inspire - through their witty speech, graceful deeds and simple, scintillating existence.
Most Toreador are in the Camarilla, as only that august organisation promotes “culture” and allows the Toreador to live among the mortals they so favour. Those in the Sabbat pursue bizarre “artistic” pastimes, such as torture and blood-painting, or are the rulers of the most decadent underground movements.
Toreador Embrace out of passion as much as any other reason; accordingly, many Toreador are creatures of surpassing beauty. Of all Kindred, Toreador are the vampires most attuned to human fashion trends; centuries-old Degenerates are often more stylish than some 30-year-old mortals. If it’s in, chances are that at least one Toreador will adopt it.
Toreador take care to ensure that their havens are comfortable, convenient for socialising and - above all - conform to their aesthetic tastes. Vampires of a more artistic bent might maintain spacious lofts to display their works, while their “poseur” counterparts love opulent suites perfect for hosting parties.
Toreador range across a spectrum of concepts, from lonely, tortured artists to debauched jetsetters. Some Toreador are Embraced for no reason other than their beauty or personal style, as a passionate sire decides they simply must be “preserved” for eternity.
Toreador are preternaturally attuned to the aesthetic and beautiful, but this sensitivity can prove dangerous. When a Toreador views, hears or even smells something that is truly beautiful - a person, a painting, a song, a particularly lovely sunrise - they may become entranced by the sensation. The Toreador will stand in rapt fascination for a scene or until the beautiful thing withdraws. Enraptured Toreador may not even defend themselves if attack, though being wounded allows them to make an attempt to “break the spell.”
Antediluvian‘s Name: Veddhartha/Ventrue
Sobriquet: Blue Bloods, Aristocrats
History of the Ventrue
The Kindred of Clan Ventrue have a reputation for being honourable, genteel and of impeccable taste. From time out of mind, Ventrue has been the clan of leadership, enforcing the ancient traditions and seeking to shape the destiny of the Kindred. In nights of old, Ventrue were chosen from nobles, merchant princes or other wielders of power. In modern times the clan recruits from wealthy “old money” families, ruthless corporate climbers, and politicians. Whatever their origin, Ventrue vampires preserve stability and maintain order for the Camarilla. Other Kindred often mistake this for arrogance or avarice, but to the Ventrue, their shepherd’s role is more burden than honour.
Ventrue support the Masquerade wholeheartedly, feeling that under its auspices the best existence for all vampires may be obtained. To the Ventrue mind, other clans are brash and impetuous. Too concerned with their short-term comfort, other vampires gladly give up an eternity tomorrow for a bit of vitae tonight. Without the Ventrue, there would be no Masquerade; without the Masquerade, there would be no vampires. Thus, the Ventrue have the weight of Atlas upon their shoulders. They bear their burden with a stiff upper lip and just a hint of noblesse oblige. No other clan could lead the Children of Caine in the nights of imminent Gehenna - or so the Ventrue are apt to say. After all, their reputation rests on it.
Ventrue see themselves as nobles in the classical sense of the word, fighting to uphold the station of those below them. They are the kings, knights and barons of the modern night. Although the struggle has moved from battlefield to boardroom and from jousting lists to voting districts. Clan Ventrue continues the duel. Young Ventrue rally and lead the troops with their cellular phones and limousines, while the clan elders watch the horizons for threats that loom like storm clouds. Many holdings under Camarilla control are overseen by Ventrue, and the Blue Bloods are loath to relax their grip over endeavours they so desperately struggle to maintain. Reputation and achievement take a Kindred far in the Ventrue clan, but none of that counts if the vampire cannot maintain his influence.
Other vampires often cast aspersions on the Ventrue, vilifying them as sanctimonious, pompous or even tyrannical - and yet it is the Blue Bloods to whom those other vampires turn when something goes wrong. Ventrue cultivate, influence and - when they can - control the kine’s media, police, politics, health and medicine, organised crime, industry, finance, transportation and even the Church. When another vampire requires aid, the Ventrue can often provide it - for a price.
Naturally, Ventrue gravitate to the upper crust of kine society, where their sophistication serves them in good stead. Although Ventrue move in the same social circles as the Toreador, they do not fritter away their existences in frivolity and idle chatter. The Ventrue proudly wear the privileges of leadership, and stoically bear its burdens. Thus has it always been; thus shall it always be.
Elegant, aristocratic and regal, the Ventrue are the lords of the Camarilla. It was Clan Ventrue that provided the cornerstone of the Camarilla, and it is Clan Ventrue that directs and coaxes the Camarilla in its darkest hours. Even in the modern age, the majority of princes descend from Clan Ventrue. The Ventrue would, of course, have things no other way.
Ventrue cultivate classical, traditional appearances. Set in their ways, Ventrue vampires often affect the styles of their breathing days, and one may frequently guess a Ventrue’s age by determining from which period of history her clothing dates. Young members of the clan tend towards fashions ranging from “preppy” styles to omnipresent suit-and-tie wardrobes. Ventrue are elegant and stylish, but rarely on the cutting edge of couture or haberdashery trends. After all, one must stand out, not stick out.
Only the best will do. Ventrue commonly make their havens in mansions or valuable estates. Ventrue vampires often come from wealthy families, and their havens may even be ancestral homes. An old Ventrue tradition holds that any member of the clan may take sanctuary with any other member of the clan, and cannot be refused. This tradition is rarely invoked, for the vampire seeking refuge subsequently owes a great debt to the vampire who provided succour. Nonetheless, the custom has saved the unlife of more than one Blue Blood.
Ventrue traditionally hail from professional or high-society stock, though in modern nights the clan may claim any noteworthy person. Age, wisdom and experience play great parts in Ventrue Embraces, and a Blue Blood never Embraces capriciously. Some Ventrue create neonates exclusively along family lines, in a twisted progression of gentrification. Other Kindred that the Ventrue are inbred, while the Ventrue themselves maintain that only the cream of the crop is suitable for membership in their clan.
Ventrue taste is rarefied to the point of exclusivity, and each Blue Blood may partake of only a certain type of mortal blood. This type is chosen at character creation. For example, a particular Ventrue might feed exclusively from virgins, blond men, children or clergy. The character will feed on no other type of blood, even if starving or under duress. Ventrue may feed on vampire blood normally.
Antediluvian‘s Name: Zapathasura
Sobriquet: Deceivers, Gypsies
History of the Ravnos
If ever a clan was renowned for a wickedly black sense of humour, the Ravnos would be that clan. These Cainites are deceivers of the first order, weaving illusion and lies into elaborate schemes to part the foolish from whatever it is the Ravnos might fancy - be it wealth, blood or even their victims’ freedom. Like Mephistopheles or Old Scratch, the Ravnos ply their devil’s deals with whomever they choose, be it human or Kindred, and woe to those who wind up unable to pay the hidden costs.
Although many Ravnos see themselves as great tricksters, the generally benevolent tricks of Coyote and Raven aren’t so much their style. Instead, they draw on a tradition of illusion and deceit inherited from the rakshasas and ghuls of the Middle and Far East. A Ravnos is a highly dangerous being with whom to sup or bargain. And these devils have been making their wagers and bargains for a long time indeed.
The Ravnos are nomadic to the core and care little for permanent havens or positions in a city’s established power structure. Even those who have chosen a given city for their home tend to establish and abandon havens as the mood strikes them, taking whatever lairs they like, doing as they please, and moving on when bored. This habit infuriates princes across the world, who resent the Ravnos’ disregard for the Tradition of Hospitality. Few punish violators, though, for fear drawing the malice of the clan as a whole.
Although the clan has long-standing ties with the Gypsies, few Ravnos enjoy the hospitality of the mortal kin. Perhaps the Gypsies know these vampires’ true natures too well, and are loath to offer friendship to the undying. Perhaps the Ravnos themselves alienate their mortal families through their dangerous tricks. Whatever the reason, a Ravnos typically has no allies he can rely on regularly. His charm may win him a few temporary companions, and clan loyalty may draw fellow Ravnos to his side in times of dire need, but the vampire’s path ultimately lies alone.
Naturally, the princes of many cities are leery of allowing such tricksters free rein in their domains. The Ravnos’ eccentric code of honour is strong, but rarely coincides with another Kindred’s definition of the term. A Ravnos may break her word at will, unless she’s pit in her palm and shaken on the deal. She’ll defend her “good name” for all it’s worth - depending on what she considers slander. And she’ll usually come to the defence of a clanmate, and vice versa; the Ravnos may take advantage of one another, but they consider it their privilege. Outsiders aren’t allowed the same.
Perhaps the most worrisome thing about the Ravnos is that as a clan, they managed to survive for centuries in Asia, where most Kindred are quickly hunted down and devoured by the ruthless Cathayans. No other Cainites know exactly how they managed this - but now a possible reason is emerging. Rumours filter back to Europe and the Americans of elder things awakening, of ancient vampires shrugging off the earth of millennia and throwing the Cainite courts into disorder. These elder Ravnos - if rumour speaks correctly - have demonstrated terrifying mystical powers, including a talent for illusions so powerful they can affect the physical world. Time can only tell what part the re-emergence of these “demon kings” will play in the Jyhad.
The Ravnos go where they will and deal with whomever they will, and sects be damned. The elders of the clan, particularly those centred in India, scoff at the Camarilla and Sabbat as temporary social clubs at best, hollow institutions where paranoid vampires can gather in numbers and reassure themselves that they are the apex of the food chain. The younger ones simply reject the idea of giving any outsider even a fraction of authority over them.
Most Ravnos look at the Sabbat’s promises of freedom and the Camarilla’s offer of protection as nothing more than honeyed bait for the trap, and politely (or not so politely) decline.
Many younger Western Ravnos are of Gypsy descent, usually of dark complexion, with darker hair and eyes. Slightly rarer are those with Asian, African or Nordic features, and rarer still are those without even a trace of Gypsy blood. In fact, European Ravnos do not Embrace gorgio (non-Gypsies) at all.
The Eastern half of the clan is mostly of Indian blood, although members have Embraced promising men and women of other ethnicities. Like their Western cousins, they favour colourful and beautiful clothing, and enjoy practicing their allure on mortals.
Ravnos are nomadic by nature; even their Eastern childer feel the wanderlust upon them from time to time. Members of the clan often travel in vans of RVs, taking shelter wherever they may. Those with mortal relatives, particularly Gypsies, often stay with their families for a while. But when the local Kindred start getting uncomfortably curious, the Ravnos are on the road again.
These nomadic vampires Embrace few childer, despite the swelling herds of humanity. The youngest Ravnos, however, are fairly indiscriminate in siring childer, and the latest generations have seen Ravnos from all cultures and ethnicities. Those Ravnos neonates without Indian or Gypsy blood typically demonstrated great facility for misdirection, barter and mischief in life. The Devil has a sharp eye for his own.
The Ravnos have indulged in their particular vices so long that they have become addicted to them. Each Ravnos has a weakness for some form of trickery, deceit or mischief, whether it be gambling, lying, theft, blackmail or even cleverly framed murder. When the opportunity to indulge presents itself, a Ravnos must resist or else succumb to her compulsion.